GV 

12.51 

.677 




Horn to 
Play Skat, 






m^~ 



The Greatest- of all Card Oatti^s 




Glass 


(V.V l?L5 7 


Book 


■ C77 





HOW TO PLAY 



-THE- 



Great Game of Cards 



THE PEER OF WHIST 



arragned and pubushe*d. 



FwJ. COOK, 3 ?9*7 



TACOMA, WASHINGTON. 






Entered according to Act of Congress, in the year 1892, by 

F. J. COOK, 
In the office of the librarian of Congress, at Washington 



CONTENTS. 



PREFACE . 5 

THE GAME 6 

HOW TO LEARN 12 

TURNS • 14 

SOLOS 15 

GRAND TURN" 16 

GRAND SOLO 16 

GRAND OVERT.... 17 

THE NULLS 17 

THE QUESTION 18 

RAMCH3 19 

PLAYING AGAINST TURNS 20 

PLAYING AGAINST A SOLO 21 

PLAYING AGAINST GRANDS , 22 

DISCARDING 23 

PROTECT YOUR PARTNER 23 

BOLD AND TIMID PLAYERS 24 

WHO DEALS : 24 

TREATING 25 

TURNING AEOVE YOUR HAND 25 

HESITATION 25 

THE LOOKERS ON 26 

REMARKS 27 

GERMAN EXPRESSIONS 28 

SAMPLE GAMES 30-31 

PROGRESSIVE SKAT , 32 

WHAT YOU WILL THINK 33 

MAT ADORE TABLE 34 

BIDDING FOR THE GAME 35 

SKAT TABLE 36 



PREFACE. 

This book contains the game of Skat, in as short 
and concise a form as can well be written. It is calcu- 
lated to teach the new beginner, many points that they 
would not learn from experience, or by being taught by 
Skat players, in as short a time, and as thorough a man- 
ner. After reading this work two or three times, and 
learning the bidding table, you will be able to sit down 
and play a better game of Skat, than if you had played 
for weeks with the best of Skat players. They are so 
interested in the game themselves that they often fail to 
tell you where you are playing wrong, or carefully explain 
many plays. Skat players are like political parties, or 
religious sect, no argument can convince them that they 
are wrong. Skat players claim their game is the best on 
earth, and they are about right. A good whist player 
once learning to play Skat will make it his favorite 
game, you will find him playing no other game where he 
can get a game oi Skat. This rule holds good in almos t 
every case, it only fails where they are indifferent whist 
or card players, and naturally make poor Skat players, 
aud they would probably make good players if they 
would make a firm resolution to master the game. 

This game is calculated to strengthen the memory as 
it teaches you to think of several things at once. You 
will soon hnd how easy it is to do what you once thought 
impossible. You will also wonder how a player at the 
end of a hand (game) can tell you where every card was 
held, the order in which they were played and how the 
game was lost or could have been won. Don't think 
you can not do this, it will take you a shorter time than 
you think, you can then play other games of cards better 
than ever before. 



THE GAME OF SKAT. 



It is a German game, and some of the names 
are spelled here as pronounced in German. It is 
played with thirty-two cards, and run from low 
to high, as follows: Seven, eight, nine, queen, 
king, ten, ace, jack, and is dealt in a four-hand 
game, three to the left first round, and two to the 
dealer, four to each second round, three to each 
last round. The two cards dealer takes are called 
Skat. The dealer does not play, but either pays 
or receives as the game goes. Each time the 
cards are dealt is a game. The game is made 
from turning a card from Skat, which will be 
trump, and is exposed and taken up with the 
other card which will allow the player turning, to 
discard two cards from his hand; can discard 
trumps if he wishes. 

The next is where a player thinks he has a 
hand that can be won without the use of Skat is 
played as a solo. The next is a question where 
a player takes up both cards in Skat without ex- 
posing them, then making any trump he wishes 
after discarding two cards. The next is where he 
plays a null and must not take a trick, and an 
null overt, must not take a trick after exposing 
his hand to his opponents, and playing it spread 
out before them. There are no trump in nulls, 
only suit in the following order: Seven, eight, 



nine, ten, jack, queen, king, ace, The value of the 
game is arrived at by what are called matadores, 
commencing with the jacks of clubs spades, 
hearts, and diamonds, (which are always trumps, 
excepting in nulls,) then ace, ten, and on down 
when they run in succession from the jack of 
clubs. The value of a suit is as follows: In 
turning for trump, diamonds 5, hearts 6, spades 
7, clubs S. In playing- a solo out of hand, dia- 
monds 9, hearts 10, spades 11, clubs 12. In a 
question, diamonds 1, hearts 2, spades 3, clubs 4, 
grand turn 12, grand solo 16, grand overt 24, 
null 20, null overt 40. 

There are 120 points in a game, of which the 
player must make 61 or more, the other two play- 
ers being partners against him. 

In counting lor game jack 2, queen 3, king 
4, ten 10, ace 11. You must follow suit, and 
can throw off on trump if you do not have it. 

If you should play a diamond solo, and had 
in your hand the jack of clubs, and make 61 or 
more points with the other three jacks held in 
your opponents hands, you would be playing with 
one matadore, which would count one for game 
and one for matadore, which is two times the 
value of diamond solo 9, two times 9 are 18, 
which you would receive from each of the other 
three in the game; if you lose 3 t ou pay the other 
three 18 each. If you had of had the jacks of 
clubs and spades, 3'ou would have been playing 
with two matadores, and game, would have been 
three times nine, or 27, and so on as long as they 



run in succession. You play the game with or 
without the best matadores, for instance you play 
with the jack of spades, you are playing without 
the best jack, (clubs) which would make you 
game one without one, would be two times the 
suit you are playing, for the reason if you win or 
lose, your opponents are playing with one and 
you are playing without one best. The Skat be- 
longs to the player that makes the • game, and at 
the end of the hand he counts all the points in it; 
for instance, if at the end of the game he had 
taken in fifty' points and then found an ace in 
Skat, which counts eleven, would make him 61 
points or game. If he finds trumps in Skat, they 
count just the same as if he had started with 
them at first: for instance, if he started with the 
jacks of spades, hearts and diamonds, and found 
the jack of clubs in Skat, it would be with four 
best, if he played without four, and found jack of 
clubs in, it would make him be playing with one, 
and if the jack of spades were in would be with- 
out one, and so on when they run in succession 
with or without. In getting at the value of a 
hand to be played, the second player from the 
left of the dealer asks the first player the amount 
he holds, as in the foregoing diamond solo. He 
would start at ten if he did not have a solo, and 
had without or with one best jack in his hand, 
expecting if he should get it to turn for trump, 
he might ask twelve, thinking he might turn 
hearts or better, and if he should turn diamonds, 
he could not make it without he got 90 points, 



which will be explained further on. If the first 
player says he holds twelve, the second can pass, 
then third can bid, if not better than twelve, he 
passes, then first player can announce his dia- 
mond solo, and would be the first to play. If 
second asks first if he holds a certain amount, 
first can say yes or no; if no, then third can ask 
second, until he says he does not hold that much, 
then third can make the trump, either turn solo 
or null, but must make as much as he bid, and 
can count all he can make above the bid. A 
player being asked if he holds so much and plays, 
must make what he is asked, and can count all 
above it. If he loses, he must pay what he is 
asked or what he would have won. In this game 
there are three grands in which nothing but 
jacks are trumps, the balance of the cards are the 
four suits, and played the same as a solo or turn, 
there being only four matadores, and with or 
without one, two, three or four. 

Grand turn is where in turning for trump a 
jack is turned, then before you look at the other 
card you have the option of playing the suit 
(called color) or playing a grand. Grand solo is 
played same as a suit solo. Grand overt is where 
you expose your hand to your opponents, and 
must take every trick. 

A player making 90 points of more, makes 
Snyder, and adds one more to his count, and 
making 120 points would be Swartz, which adds 
two more to his count, as it makes one for 
Swartz and one for Snyder and one for double 



Snyder, which would make game one, Snyder 
two and Swartz one, equal four, to add to mata- 
dores, and there must always be one or more 
with or without. 

In a suit solo or grand solo, a player can an- 
nounce Snyder, fur which he gets double Snyder 
or Snyder two times, and if the announces Swartz, 
he gets that double also, and it carries double 
Snyder with it. They must be called after the 
solo is announced, and if the player fails to make 
it as called, he pays to each the amount he would 
have received if he had won the hand. 

In playing a three-hand game the dealer 
deals the same as in a four, except after dealing 
the first round, (three each,) he deals two cards 
to Skat, then four, then three. In playing a five- 
hand game, the dealer and second player are 
missed, bnt abide by the result. Any player in 
the game loses it he does not follow suit and is 
discovered after the next trick is turned down, 
even if every triek could have been taken by that 
side, and a dealer or partner must stand the mis- 
take equal. Each player must count to himself, 
and can look at a trick before the last one is 
turned down. If he exposes his hand before he 
has 6i, and his opponents can take another trick, 
he loses, even if he could have made Snyder. 

The game is played for fun, cigars or a small 
consideration, generally y% or % cent a chip, 
each player taking 200 chips to start with, and 
one player can act as banker. 

In playing for fun or cigars, the player get- 



ting 151 points first in a three-hand, 201 in a 
four-hand, and 251 in a five-hand game, loses. 
You can count with a pencil or chips, each player 
starting with nothing. If the player wins, his 
opponents have the amount he wins added to 
their scores, If he loses, he has added to his score 
twice the amonnt in a three-hand, three times the 
amount in a four-hand, four times the amount in 
a five-haud, he would have won. For example, 
if the bidder wins twenty, each one in the game 
take that amount of chips or have it added to 
their score. If he loses in a three-hand game, he 
has added to his score forty, another twenty be- 
ing added to each additional player in the game, 
as sixty for four, and eighty for five-hand. Y'>u 
do not take from each other only in a money 
Skat game. If a dealer makes a misdeal, he must 
deal over. A small penalty is sometimes levied 
for a misdeal, but must be agreed upon before 
the game commences. 

A player getting the bid does not have to 
play, but can pay the amount he bid, without 
making a trump. No one can bid less than ten 
in any game where the question is not allowed. 

Partners in playing against the bidder gen- 
erally lead short suit to the bidder, and long suit 
to the partner, in turns. Leading to, means to 
the player, being on the end or having the last 
pla}^. Also new suits (fresh colors) in solos, and 
aces in grands. You will see a reason for this 
when you get well along in the game. 



flow to pearn. 

After you have read this book so you under- 
stand it pretty well, take a Skat deck and play 
by yourself. Deal according to instructions, and 
play just as if you were playing a three- hand 
game, only deal the cards face up, except Skat. 
Arrange each hand with jacks together in the 
order they come, place the longest or strongest 
suit in rotation next to them, and}'our other suits 
in order. You then note the order in which the 
jacks run. The value of certain suits is so much 
if you can make 61 or more points out of the 120, 
as the value of a diamond suit in a turn is five 
for the game, five for the best jack, (clubs,) so 
you hold ten. The same hand for a club suit 
would be 16, and each jack that follows the jack 
of clubs in succession or ace that follows the four 
jacks, adds one count for each matadore. The 
value is the same if your opponents held the jack 
of clubs and you the jack of spades, then the two 
red jacks held in eitter hand, would not add any 
more value to them. They play with the best, 
(jack,) you play without the best, (jack,) although 
one side or the other may hold three jacks. 

When ) r ou are learning to play by yourself, 
see which of the three hands would bid the 
highest, then see if the other two hands could 
beat it. The cards being face up, you should 
play according to the rules laid down, as you will 
find them in turns, solos and grands. Skat is 



not a puzzle that can not be easily worked out. 
It takes a little patience and headwork to get 
started into, and then after you are fairly started 
it is a pleasure to know you are learning the 
grandest game of cards played, and you will be 
anxious to set down and play with the best of 
Skat players. The reason Americans do not play 
the game, is because it has not been properly 
brought before their notice in English. There 
are good works on Skat in German, but not being 
able to read that language, Americans do not 
have a chance to know what is in the game, and 
if they happen to see the game played by the 
Germans, they do not take the trouble to inquire 
into the merits of it, but when they do, they are 
struck with the beauty of the game, and generally 
make good players. If you can find no one who 
knows the game, get two or three more to read 
this book, and play with you. One can help the 
other, by what they remember. You will soon 
take an interest in it and learn to play so you 
can set in any game with good players. You 
can not always find players to teach you, but it is 
easy to learn the game without. Have patience, 
determine to learn, and you will never regret it. 
Once learned, it has a fascination above every 
other game for its scientific principles and varia- 
tions of hands, (games.) 



Turns. 

The tables on last pages will show how to 
bid on your hands. Remember that jacks are 
matadores as long as they run in succession from 
jack of clubs, and an ace is also a matadore when 
it follows the four jacks, making five matadores, 
and so on down to the seven, which would make 
eleven matadores. The only way to hold eleven 
would be to find some in Skat, as you only play 
with ten cards. Also remember the value is just 
the same if you play without four jacks, ace, and 
so on, as you are playing against so many mata- 
dores. In bidding you have to take the chances 
on what the two cards in Skat are, as they can 
make your hand better or poorer. If you bid to 
play without four, and find a jack in Skat, it 
may lessen }^our hand below the amount of your 
bid, when you could have won, had your oppon- 
ents held it. You lose because you can not make 
as much as you bid. Watch the other bidders 
and try to determine what they want to play, and 
what jacks or matadores they probably hold. 
It may help you to win the hand, if you get the 
bid. It may also show you that you can bid high 
on your hand. For instance, you hold a good 
club suit, without four or five matadores, and also 
have a fair suit hand, the bidding between the 
two other players has -been such as to determine 
in your mind that one wants to turn with two 
matadores, and the other wants to turn without 
two jacks or matadores. Then you can bid and 



15 

get it to play a club solo, and would probably win 
a game of 60 or 72. A sharp Skat player watches 
the bidding very close, and wins and beats many 
hands by what he guesses at from the bidding. 



Solos. 

When you pick up your hand, you may hold 
a fair solo, but want to turn, you bid to turn, but 
being bid above a turn you can fall back on your 
solo. You can then bid them above what they 
want to turn, or can turn. You then know they 
want to play a solo. If you think there is a fair 
chance to win your solo, bid it to the limit, as 
there is a great pleasure in winning a hard solo. 
If you have a solo that you are sure you can 
make Snyder, call it, as you get one more count 
for it. Also remember if you do not make it as 
called, you have to pay for what you would have 
received had you won. Do not run the chance 
of losing a good hand by being too greedy. Keep 
your game strong, and avoid making a weak 
play, Throw away an ace or ten to get your op- 
ponents to use a trump that is in your way. It 
is most always best to keep your opponents count, 
so you will then know how far you can let them 
go, and can shape your hand to take enough in 
last part of the game to win. If you announce a 
solo you cannot recall it only to play a higher one 
or a grand. You cannot announce a club solo 
and then change to a spade, but if before a card 
is played, you can change to a grand. If you 
miscall your hand you must suffer for it. 



i6 

Grand Jurn. 

When you bid and turn a jack for trumps, 
you have the option of the suit, or can play a 
grand. You must announce what you want to 
play before you look at the other card. There 
are a good many cards that can help your hand if 
it is weak to start with. If your grand is fair, or 
even weak, five times out of six the card is in 
Skat to help you win. If you have jack of clubs 
and turn jack of diamonds and have held or bid 
twelve, you are almost compelled to play grand, 
and would win more times than lose. Grands 
are easier to play than solos or turns, as there are 
only four trumps (jacks) to keep track of, the 
suits running the same as in solos and turns. 
Your knowledge of general card playing will soon 
teach you how to play a grand. 



Grand Solo. 

Do not give up a good solo tor a poor grand, 
even if you make less points out of it. When 
you are bidding for a grand, take into considera- 
tion whether you are in the forehand or not, as it 
makes a great difference in the play. A poor 
grand with the lead is better than a good grand 
with the lead against you. Glance over your 
hand and count what tricks you can lose, or what 
tricks your opponents can possibly take. You 
can figure that they are liable to fall short, as the 
cards you are afraid of may be in one hand, or 



i7 

divided as the case may be, or Skat may hold a 
portion. Ace, ten, long suit, with the trumps 
exhausted generally, make a good grand, A 
game is generally good with four aces, ten, if the 
ace and ten is in a short suit. You would count 
54, and king, queen, falling, would win you 
game and make you a big game, as it is without 
four matadores if you find none in Skat. 



Grand Overt. 



This is spread out before your opponents,, 
and must take every trick. There are four- sure 
grand overt hands. They are with one, two, three 
and four matadores (never without.) With one, 
two and three you must have the lead, as if one 
or both small jacks and the lead against you 
might result in your opponents leading a long: 
suit against your high cards of same suit, the 
other holding none of that suit, but having a 
small jack you lose your hand, when with the 
lead it would be invincible. There are hundreds 
of combinations that will make a grand overt, 
bnt you seldom see one played. It is comparable 
to taking thirteen tricks at whist. 

The JIulls. 

When you have a poor hand and think yon 
can avoid taking a trick, and are not bid too 
high, play a null. You can sometimes' run a null 
through on a bare high card. You will soon 



learn to play a null, but it will take you longer to 
learn to play against one. You may hold the 
seven in a long suit of hearts and suspect the 
person playing the null has the eight of hearts 
bare. You dare not lead that suit, for fear your 
partner might have to take it. So you lead some- 
thing that your partner can throw away his 
hearts on, then lead the seven and the null is 
beaten. If you play a null overt, you have to 
spread out your hand before your opponents, then 
they can read each other's hands by looking at 
yours, and woe be to the eight spot you hold if it 
is not guarded by a seven. It takes sharp play- 
ing sometimes to beat a null overt, as there are 
two cards in Skat to figure on. The chances are 
your partner has one or both. Study it well be- 
fore you decide it can not be beaten. 



Jhe Question. 



'Some players use the question to induce or 
Force a bidder to bid above their hand. Should 
the bid be left to them, a question might be the 
•easiest way out of it. For example, if he should 
hold a fair hand of clubs, without five matadores, 
•and could not turn anything else to make it and 
afraid to take the one chance in four of turning a 
•club, he could take up the two cards in Skat. If 
Ihe found one small club, the question would be 
good, as he could probably discard two cards that 
would count a good deal. Also give him a chance 
to trump an ace of the suit he discarded, and 



would make 61 or more points, which would 
make the value of the game 24 for each one in 
the game. Should he fail to get anything out of 
Skat to make a hand, he could call the trump 
diamonds, the cheapest hand played, throw it up 
and pay the bid. The question table is not given. 
It is outlined in the front part of this book, and 
by the time a new player wants to use the ques- 
tion, either for points or protection, they ought to 
be far enough along to remember all the tables by 
heart, as they are very easy to learn.* The player 
generally plays without several matadores, but 
good suit. If you are playing against a question, 
and are short of jacks and trumps, do not lead an 
ace from a long suit, but keep it until the player 
leads that suit, or you can slough it on your part- 
ner's jacks or tricks. 

Jlamchs. 

In playing for amusement, or treats, and is 
agreed upon before the game starts, ramchs can 
be announced. A good many do not like to play 
it, as the dealer in a four-band game runs no 
risk, and one of the other three must take thirty 
or ten from each one in the game. The last to 
hold can not throw up the deal, but must either 
turn, play a null, solo, grand or announce a 
ramchs. He can not play a question. The four 
jacks are the only trumps, balance of cards in 
suit, same as turns, solos and grands. The per- 
son making the largest amount is the loser, and 



must take ten from each of the other players and 
dealer. Whoever takes the last trfck has to take 
all the count in Skat. It is calculated to keep a 
person holding good hands from passing. Still, 
a person holding a fair solo may not be beaten on 
account of having a long suit and two or three 
small cards of other suits. 



flaying Against Jurns. 

If you play first and the bidder is in the mid- 
dle, your partner has the last play. You should 
lead your long suit in most cases, as it may give 
him a great advantage in the game, he having 
none of that suit, can throw away useless cards or 
trump. Should you have ace, ten, king and 
nine, and the bidder queen, eight and seven, all 
of one suit, it is possible to beat your opponent in 
three leads, by your partner throwing 32 on your 
tricks . 

If you play first and the bidder is on the 
end, or has the last play, lead your short suit in 
most cases. Your partner should remember to 
return the same suit the first chance he gets, 
then you can clear your hand, or throw on good 
counting cards. Your partner should try to judge 
by his hand whether you are leading short or 
long, Be careful to not mislead your partner. 
Be ready to play the instant the discard is made, 
so the player can not change, but after he has 
discarded and before you have played a card. 
Should he ask you to wait as he might want to 



change, it would be polite to comply with the re- 
quest, but after a card is played it must go. A 
player should be careful never to play before their 
turn, although there is no penalty for so doin^. 

flaying Against a Solo. 

Generally lead fresh suits, because if you 
lead the same suit twice, you will give the player 
an advantage. In many cases the player is play- 
ing with two, and sometimes three lone suits, he 
gets a chance to throw away a bare suit at a 
small cost, when if you had changed the suits, 
you might make 21 or more, and eventually be 
the means of winning the game. A player gets 
many hands with seven trumps and three lone 
suits, and is sure to win if he can get the same 
suit lead twice, as he can take seven tricks with 
trumps. If you lead the same suit twice or three 
times, you must do so when your partner is 
sloughing, or strengthening his hand, or you are 
making 5^our opponent use trumps. There are a 
good many times when persistent leading of the 
same suit weakens 5'our opponent's hand until he 
can not win. At other times it makes his game. 
You must determine after the first lead which is 
the best play. Do not take a suit trick with an 
ace if you have a fair chance to catch the ten the 
next time suit is lead. Watch closely what your 
partner plays. For instance, if you have the ace, 
king, nine and eight, and play the ace, your 
partner follows suit with the seven, } r ou know 



then he has no more of that suit; the king will 
bring the ten next, your partner has a chance to 
trump. The next time you get a lead the nine 
will force your opponent, if he throws off, so can 
your partner, and still you have the eight to lead. 
If you find you can not beat a hand, try to get 
out of Snyder. Avoid Swartz if possible, as it 
carries two counts with it. Think twice before 
you lead trumps. You must know you have the 
advantage, or that your partner can put on 
enough to win. 



playing Against Grands. 



If either of the partners have the lead, it is 
best to play an ace if they have it, or something 
that will possibly indicate to your partner your 
short, weak or strong suit. A king guarded twice 
is a good suit to keep. King from ten and smaller 
suit is a good lead, but best when your partner 
has last play. Do not be afraid to lose an ace or 
ten if it will call out a jack. Try to determine 
what jacks your opponent holds, and force him 
every chance you get. Do not keep up a lead 
that allows your opponent to throw away small 
suit cards and clear his hand. It is better to take 
chances on leading a new suit, unless it is possible 
for your partner to put on enough to win. 



23 

piscarding. 



To discard right is a very essential point in 
the game, and should be made a study by the 
student. You can sometimes lay two aces, two 
tens, ace and ten or high counting trumps, when 
you are weak on trnmps and strong on suit. 
You might have ten, queen of spades, one suit, 
ten, nine of hearts, of another suit, it would be a 
good discard to lay the two tens, if your oppon- 
ents should lead twice from either suit, expecting 
to catch your ten, it would give you a chance 
to either trump or slough the other suit, leaving 
you a strong hand to finish the game with. A 
good player will most always discard at a glance, 
and seldom makes a mistake. When you are 
playing a good deal with the same parties, vary 
your discarding enough to mislead them, even if 
you lose a small game once in a while. 

Protect Your Partner. 

The partners should protect each other, by- 
playing a higher trump when the bidder is in the 
lead. For example, bidder holds jacks of spades 
and hearts, leads either jack. Protect your part- 
ner by playing jack of clubs, which gives him a 
chance to play ace, ten, king, queen, or if short 
of trumps, a good counting suit card. If you 
should hold the ace or ten, and same lead was. 
made and you hold less than four trumps, play- 
ace or ten, to give your partner a chance to take 



24 

the trick with jack of clubs. If he does not hold 
It, the player will come again and again until he 
gets it. Should you miss playing ace or ten, your 
partner might have to play the jack of clubs, be- 
ing the only trump he bad. Then you have lost 
ten or eleven count. If either partner hold fourth 
jack (diamonds) guarded only once, play it on 
the first trump, lead in almost every case, as it 
generally benefits the partner more than the 
player, to know where it is. 

Bold and Timid Players. 

Some Skat players having a thorough knowl- 
edge of the game, play bold and even reckless 
games. They take great chances on grands, 
solos or turning. They take great pleasure in 
winning poor hands, and are called brilliant 
players. They come out at the end of the sitting 
as even as the player who is afraid to play any 
but good hands, and waits to beat the one who 
makes the game. There are also players who bid 
reckless on poor turns, but are afraid to play fair 
solos. They generally come out behind in the 
end. They complain of poor luck, but it is noth- 
ing but poor judgment. 



Who Deals? 



One of the party shuffles the cards and throw 
around. The first one having a jack dealt to 
them has the deal. It does not make much differ- 



25 

ence who deals in a three-hand game, but in a 
four-hand one has to set out. The chances are, 
one of the players will make and win a game, and 
the others will have to pay. 



Treating. 

No one in a g-me of Skat is expected to 
treat. They pay for only what they lose and 
what they order. As in a game of money Skat, 
don't think you have to invite the rest to smoke 
or drink with you because you are ahead of the 
game, for you may be behind in the next hour. 



Turning Above Your Hand. 

When you have bid twelve, turned and can 
only make ten, you have to make your opponents 
Snyder. They should not indicate to each other 
the fact, as it may injure the player's game. 
Also in turning into a poor hand, one of the part- 
ners holding a strong hand, should not say throw 
it up or indicate your hand in any other way, as 
it might have been won had the other partner not 
known Avhere the trumps laid. Let the player 
decide what he will do with it. 

Hesitation. 



Be careful not to hesitate, so as to give your 
partner an advantage in the game. It in an un- 
fair means of beating a game. Also, if you are 



26 

playing a game, hesitating will give your hand 
away in a good many cases, where if you had 
made up your mind quickly, your opponents 
could not take an advantage of it. I,earn to play 
with a certain degree of quickness and hold to it 
when you can. A good many players play too 
fast for their own good, for a slower player loses 
track of the trumps and count, be he partner or 
opponent. The partner that plays the slowest or 
counts the slowest, should take in the tricks. 



The Looker-On. 

Be patient with the spectator that sits behind 
you and looks over your hand. Reply courtouesly 
to his remarks, unless he interferes with the game. 
Then find some gentle way of reminding him of 
the annoyance it causes you. Some players ob- 
ject to anyone overlooking their hand, but they 
should get over that notion. A new player fairly 
started in the game gets 2 great many pointers in 
the bidding, discarding, playing and sloughing of 
a good player. And when possible he should be 
taught the fine points and explained to the reason 
why certain plays are made that look wrong to 
him. The time generally comes when you would 
like to have him set in the game, and the better 
he plays the more eager you will be to have him 
set at your table. Skat players are anxious to 
have anyone learn the game, and are willing to 
teach and give to the pupil all the information in 
his power. 



27 

Remarks. 

Three, four or five can play Skat, which 
makes it very handy, as many times it is hard to 
find the fourth to make a game of whist. 

Do not get angry when you lose a good 
hand, as it would not look well to smile when 
you win a poor one. 

Do not let your anxiety to win or beat a 
hand or game, make you torget to count, or lose 
track of that which would have made you a 
winner, or let any one rattle you by hurrying 
you to play faster than you can count correctly or 
properly play your hand. 

The dealer has no right to look into Skat 
until the last card is played, as he might indicate 
to the players that which they should not know. 

In keeping track of the count, keep game 
first and trumps second. As jack, ten and queen 
of trumps played say to yourself, (fifteen-three,) 
then next, jack of trumps or two non-counting 
suit cards, (seventeen four,) and so on, same time 
remembering two jacks, ten and queen of trumps 
have been played. 

Use if you can get them, numbered chips, 
brown counting 25, blue 10, red 5, and yellow 1 
each. When playing money Skat, take four 
browns, seven blues, five reds and five yellows, 
equalling 200, costing 50 cents at % cent each. 
Very few care to play higher than % cent chips, 
as it is not a gambling game for gain. One-quar- 
ter cent makes it interesting enough to be pleas- 
ant without being degrading. 



German Expressions. 

Schmier-en — When a suit is lead you are out 
of, you think your partner can take it, you put on 
other suit cards, that count for game, or you 
trump the trick, so your partner throws on game, 
or throws away cards, so as to try to win the 
game for yourself, or beat your opponents. Know- 
ing when and what to schmier is a great point in 
the game, and brings a good player into notice 
sooner than anything else. 

Schind-en — Is playing a lower card of a suit 
when you could take it with a higher, the object 
being to get a greater count from that suit. 
Should you have last play and hold ace, king, 
the queen and nine in play, take the trick with 
the king, which leaves you in command of that 
suit, Often in this case the ace and game is lost 
by one holding the balance of that suit, ace, ten, 
a good trump, dropping together you lose. 

Mouer-en — Is a term given a player passing 
on good hands and waiting to beat the one that 
plays The term should not be used much, as 
the player really has a right to play just such 
hands as he thinks can be won. A player of that 
kind has no advantage in the long run, generally 
the player making the most games wins the most 
games. 

Angersacht —Calling either Snyder or S wartz 
before the hand is played, and doubles either. 
Swartz angerscacht carries double Snyder with it, 
as also does Swartz without being called ahead. 



2 9 

Angersacht can only be called in grands and 
solos, never in turns. 

Drucken — The two cards you discard after 
turning and picking up Skat. Your drucken, dis- 
card, la) 7 , or put away. 

Wenzel — Are jacks in any order they may 
run, also called bowers, being the best cards. 

Frage — The name the question is taken from. 
You play frage or question when you take up 
both cards in Skat together and discard. Frage 
is pronounced as if it was spelled frawga. 

The four suits in German are called kruets 
for clubs, shippen for spades, hertz for hearts and 
eckstein for diamonds. 

Skat is pronounced long as skawt, or ah for 
a. Some pronounce it as scott, making it a long 
sound. 



30 



Sample Game. 



Ijl glC*£ ^Sfe 



of Diamonds, 
of Diamonds. 



END HAND.- 


FORE HAND. 


MIDDLE HAND. 


NO. I. NO, 2. 


NO. I. NO. 2. 


NO. I. NO. 2. 


J of C 


9 of C 


2 IO Of D 2 


J of S 


8 of C 


8 of D 5 


J of H 


7 of C 


7 of D 


A of C 


1 A of D 1 


8 A of H 


10 of C 


Kof D 4 


Qof H 


KofC 


ioof H 


7 of H 


Qof C 


7 Kof H 


5 K Of S 8 


6 IO of S 9 


8 of H 


9 of S 


9 9 of H 6 


4 A of S 7 


8 of S 


3 Q of D 3 


Oof S 


7 of S 







NO 


T . 








\s shou 


d be pla} 


ed and 


won 


^ 


players 

Total 


1-2-3- 
4-5-6- 

7-8-9- 


-24 

- 2 5 
-15 

.64 







;xo. 2. 

As played and lost by partners: 

1-2-3-24 



Total 53 

Balance of tricks taken by the 



pla3'er. 

The above club solo could only be beaten by 
the fore hand leading new suits. It makes a very 
expensive game, as the two cards in Skat makes 
it with eight and game, nine times twelve-- 108. 



3i 



Sample Game. 



tf poc«*-}iss 


of Spac 
of Hea 


les. 
rts. 


FORE HAND. 


MIDDLE HAND. 


END H^ 


10 of S 


Jof C 




Jof D 


Kof S 


Jof S 




Kof C 


Qof S 


Jof H 




8 of C 


9 of S 


A of C 




7 of C 


8 of S 


io of C 




A of D 


io of H 


Qof C 




K of D 


Kof H 


9 of C 




9 of D 


Qof H 


A of H 




8 of D 


9 of H 


A of S 




7 of D 


io of D 


Qof D 




8 of H 



The middle hand can be beaten if played as 
a grand, and by changing the jack of diamonds 
for jack of hearts, can be beaten if played as a 
club solo or grand. It would be a surprise to the 
one playing it, Lay out the cards and figure 
how it can be done. 



32 

Progressive Skat. 

This game embraces all the rules governing 
Skat. The following games are played: Turns, 
solos, grands, nulls, questions and ramchs. The 
hands can not be thrown up. The last to hold 
must announce one of the above games. A per- 
son advancing the furthest wins the first prize. 
The one making the least progress wins the 
booby prize. There can be more prizes if de- 
sired. There should be not less than four tables 
nor more than six. Five is the best number. 
They can be arranged so three, four or five can 
play at each table, but each table must have the 
same number. Three or four make the best 
game. To prepare for a game have each table 
numbered and designated by a color, as No. i 
red, No. 2 green, No. 3 yellow, and so on, or 
choosing any color you wish. Place in a hat 
numbers corresponding to number of table and 
number of persons playing at a table. Then let 
each one draw a uumber. Those drawing No. 1 
will start at table No. 1, and so on until all are 
seated at their tables. Bach player will have 
placed upon them so as to be easily seen the 
color of the table they started from. The game 
should consist of roo points. A player playing and 
winning a certain hand shall add to their score. 
Should they lose, their opponenti add the amount 
the player was playing for to their score, also the 
dealer if in a four-hand, and in a five-hand game 



33 

the dealer and the one sitting out. The person 
giving the party can make the length of the game 
near the end more or less, so as to correspond to 
the time the game should end. The first at each 
table to make ioo or more, will advance to the 
next table. If there should be a tie at any table, 
the one. cutting the highest null hand card will 
advance. The game ends when some color has 
advanced to the starting point, or where they 
started from. Should more than one color or 
more than one of the same color arrive at the 
same time, the one giving the party will decide 
whether the game shall proceed another ioo, 
(more or less, ) or be decided by cutting the 
highest null hand card. Only those tying for a 
prize shall be benefitted by the game being pro- 
longed. In case a ramchs is played, all in the 
game will add to their score ten. The one losing 
the ramchs will have ten deducted from their score 
No one having 90 points or more to their score 
shall advance to 100 on a ramchs. They shall 
stand at 99 until some hand is played that will 
make them enough, except a ramchs. 



What You Will Think. 



Skat is a merciless game. Your friend in 
one hand is your foe in the next, then in the 
next you have no friends. You start out in life 
and fortune seems to be kindly greeting you, but 
your foes cut you down and cast you disabled 
form under their feet and smile at the ruthless 



34 

work they have done. But you will recover and 
your time for revenge will come. One of your 
foes will turn your frieud, or you will turn friend 
to one of your foes, and deep will be the grave 
you dig. Your revenge is only half complete, 
but your satisfaction will come when you see your 
other foe and friend but today, torn from his 
home, the necessaries of life taken away, or 
forced to acknowledge himself a debtor. It does 
not stop at that. The silent one that sits at your 
table frowns at your success and rejoices at your 
downfall. 





Matadore Table. 






JVE^^DO^ES. 




With. Read Down. 


4 


3 2 l 


c- Clubs 


Clubs Clubs 


Clubs 


q Spades 


Spades Spades 




* Hearts 


Hearts 






■ Diamonds 








5^ A 








6° Ten 








7 m King 








8 W Queen 
9c Nine 














ioh Eight 








1 1 ' Seven 










MATADORES. 




Without. 


Read Up. 





35 



BIDDiplQ FOR tfjiE Q^JVEE. 



DEALER. 





SKAT. 






In a three-hand game the 






dealer is the third player 






and Skat is dealt to one side. 




01 


* 


p « j» 


ELge 

as 








The one holding the most makes 


5/< 


oS 


the game or trump. If nothing 


j?p 


bid, the first player is supposed to 


&*i 


hold the most. 


SJ 


f bias 




hN 


fe B >i 




5 ° 


°K3 2 






$0 W 




B Q. 


■8* O 




r+o 


fc 


Pass or bid to first player 
until he passes or says no. 





DC 

Q. 

O ^2 the game or trump. If nothing r+g > 

DC +■»"£. bid, the first player is supposed to ?jf- -< 



SECOND PLAYER. 



36 



ISO o o o 1 



to C*> -f^ Cn 



3 £■=" 



DIAMOND TURN. 



GRAND OVERT. 



5[io|i5!20| 25[3ol 5 i oU5 75 

H EART TUR N. 

6121182430(36 6 12 18] I 90 

sp adeT urn. 

7 1421I2835I42 7I1421 ! 105 

CLUB TURN, 

8|i6 24 32 40I48 *8[i6 24I I 120 

DIAMOND SOLO. 

9 1827 36I45 54 9,^812736 144 

HEART SO LO. 

IO 2OJ3O4O 50|60 ! I0J20 30(40 l60 

SPADE "SOLO. 



1 1 |22f33|44l55|66fi 1(22(33(44 


176 


CLUB SOLO. 


12 24 36(48(60 72(1 2!24(36|48 


( 192 


GRAND TURN. 


12124(36)4860 1212436 


96 


GRAND SOLO 


16:3248:64180; (1632(48 


! 128 



I Grand overt calls 
for Snyder double and 
Swartz double. 



> 

O 



241144:168(192 (216 



216 



